For modeling proposes with nex it's actually not bad at all, though you do have to memorise more tricks and steps than you would with soft, and a handful more clicks. My comments are solely regarding the centre manipulation, something that Maya does differently at a fairly low level to begin with, and that out of the box sorely lacks some tools.
I don't think it healthy to confuse the two things :) On 3 Apr 2014 22:50, "olivier jeannel" <olivier.jean...@noos.fr> wrote: > That's amazing how poor seems to be maya when I read you guys. > Fortunatly, I should never have to use it. > I'm edititing very fast some subd hard surface here, the pivot is dancing > in every diretion, snaping where it has to, aligning on the fly with > whatever i ask at the speed of light though, I must say, I'm a little > sleepy.. > Ah, my looping techno music comes to the end, and the modeling is done. > > > > Le 03/04/2014 01:00, Raffaele Fragapane a écrit : > > Harder than that, the equivalent would be to select all components, move > and rotate them numerically, then figure out the reciprocal transform of > what you just did and apply it to the object's transform. > > Center mode is also not equivalent or obsoleted by neutral poses, nor > it's equated by Maya's pivot control. > > It's sorely missed by many in Maya. > On top of that, Maya snapping facilities, particularly when it comes to > rotations, are wonky and often don't work at all. > > The modelling toolset, several interaction modes with the pivot, and > many other things don't support snapping, and most certainly don't support > matching transforms. > Adding insult to injury, matching or resetting transforms in Maya is > highly deficient out of the box, as it will often work on the whole > hierarchy regardless of what you intended to do. > > Lastly, center mode worked seamlessly with all manipulation tools, you > could switch to center mode and have child compensation on and snap/match > to another object. > This offers unequalled control over geometry handling in relation to its > center. > > In Maya I've always found pivots superior to neutral pose for a long > list of reasons, at least functionally, though the manipulation itself is > weak (again, Maya is generally weak and fragmented in dealing with > rotations). Maya's handling of reciprocating transforms between transform > proper and geometry though leaves A LOT to be desired, and a page or two > from XSI's book should be taken. > > > On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau <luceri...@gmail.com>wrote: > >> >> >> Is that always true in your scenarios? Moving center in Softimage is >> like moving all the points of the geometry. (What brent calls >> "transforming the geometry") >> Knowing that it does that, wouldn't the simplest work-around for your >> specific scenario in Maya be to select all points and move/rotate >> them. >> > > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! > > >